Episode Transcript
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0:00
I'm pulling away from the curb because I
0:02
got my son off at school. We all
0:04
know what that means. It's time for their drive
0:06
to work. Okay, so today's
0:08
topic. I want to
0:11
dive in deep. There's a
0:13
phrase that Richard Garfield used
0:15
when he talked about magic.
0:17
And that phrase is, it's
0:19
a game bigger than the
0:21
box. So I want to really
0:23
dive in deep on what that means. There's
0:26
a lot of challenges for magic, and
0:28
I just wanted to sort of, it's
0:30
an interesting concept that magic obviously
0:32
is very much built around, but I
0:34
want to spend it a whole
0:36
podcast, what are you talking about? It's
0:38
an interesting idea, and it's
0:40
really something that has
0:42
a lot of challenges to it, and a lot
0:44
of the making of magic with which you're trying
0:46
to solve the problem of how to make a
0:49
game bigger than the box. So,
0:51
let's start with what exactly that means. What
0:53
does bigger than the box mean? So
0:55
let's say you go buy a normal game,
0:57
you buy Monopoly or Scrabble or Clue
0:59
or pick your game. When
1:01
you buy Monopoly set,
1:04
everybody who buys Monopoly set
1:06
gets the same pieces. You
1:09
get a certain board with, you
1:11
know, now Monopoly as an example can
1:13
be skinned differently, maybe Different properties
1:15
have different names based on however you
1:17
skin it. But the reality is
1:19
the core essence of the game, the
1:21
actual game pieces, you have
1:23
a board with 40 squares, you
1:25
have cards that represent the property, you
1:27
have dice and pieces and money
1:29
and community chest and chance, and
1:31
you have all the same
1:33
component pieces. Like I said, Monopoly's
1:36
a game where sometimes they skin it
1:38
differently. There's different flavors there. But the
1:40
core mechanics are the same. And
1:43
if two different people buy Monopoly
1:45
at two different places, they get the
1:47
same game. So the
1:49
idea is that the game experience for
1:51
the end user, for the player, is
1:53
the same no matter where you buy
1:55
the game. And
1:57
so the idea
1:59
is that most games are a
2:02
complete experience, meaning when you purchase
2:04
the game, everything that's needed for
2:06
the game is in the game.
2:08
And so, as a game designer,
2:10
when you're designing these type of
2:12
games, well, you just balance everything.
2:14
know, you make the game with
2:16
all the component pieces, and then
2:18
you have a sense of what
2:20
the audience is going to experience,
2:22
because what you're testing is what
2:25
they are going to experience. Okay,
2:28
but it is possible for a
2:30
game to have more pieces than exists
2:32
within any one copy of the
2:34
game. That's what Richard means. that the
2:36
game is bigger than the box,
2:38
that you could buy the game, the
2:40
box, and open it up, and
2:42
not all the pieces are in the
2:44
box. Now, this
2:46
idea, magic did not invent bigger than
2:48
the box, bigger than the box invented
2:51
before magic. So
2:53
the two big ways that it
2:55
pre -existed actually are, so there's
2:57
a couple of what we
2:59
call core hobby industry, core game
3:01
hobby industries. One is
3:03
miniatures, one is role -playing,
3:05
And the third one is trading
3:07
cards. Obviously, we'll get to trading cards
3:09
in a second. But the other two predate
3:11
magic, and each of those, interestingly, are
3:13
bigger than the box. And one
3:16
could argue that maybe one
3:18
of the core elements of becoming
3:20
a lifestyle game is that
3:22
there is a component element that
3:24
the game is, you know, Bigger
3:27
than the box means a lot of things. A, it
3:29
means that all the component pieces are there, or not
3:31
all the pieces. There's more pieces than exists in any
3:33
one box. But also, it has a lot to do
3:35
with community, you know, that a lot
3:37
of understanding a game isn't just sitting by
3:39
yourself and playing. You can't possibly understand the whole
3:41
game if you don't have all the pieces. Okay,
3:45
so let's go back to the
3:47
very first one, which I believe is
3:49
Dungeons and Dragons. I've understood
3:51
in timing. Role -playing, not role -playing,
3:53
miniatures and role -playing both exist. I'm
3:55
not sure of my quite timeline.
3:58
I think miniatures, actually, miniatures predates
4:00
role -playing for sure. The
4:03
early miniature games is before the earliest role -playing. Role
4:05
-playing Dungeons and Dragons began in
4:07
the 70s. Miniatures predates that. A
4:10
lot of the miniatures that people know, I
4:12
guess, happen after
4:14
that. But
4:17
miniature... like
4:19
wargaming goes back actually pretty
4:21
far. So let's, we'll
4:24
start with miniatures. I guess the miniatures, not
4:26
that I think about, miniatures were first. So
4:28
the idea of a miniatures game, at
4:30
least a traditional miniatures game, especially wargaming,
4:32
is you're having a war. In fact,
4:34
the way wargaming started was when you're
4:36
actually planning an actual war, one of
4:38
the things you need to do is
4:41
you need to mark where everything is
4:43
so that you can look at the
4:45
whole field and understand what's going on.
4:47
And original wargaming was just the idea
4:49
of, well, this thing that really happens
4:51
in real wars, what if you could
4:53
do that, but there wasn't a real
4:56
war? What if you could experience the
4:58
act of having a war without, you
5:00
know, the killing and dying? Just, you
5:02
know, that was the
5:04
initial idea of ministers came
5:06
from wargaming, meaning literally matching
5:09
wars. And one of
5:11
the ideas of wargaming was, hey,
5:14
there can be different component pieces. There's
5:16
different kinds of infantry, there's different kinds
5:18
of armed units, you know, that that
5:20
part of having a war is, oh,
5:22
well, different groups can come. And
5:24
so the way that war gaming was
5:26
made early on, which is the idea
5:28
of you create some general rules, and
5:30
then you get different pieces that get
5:33
brought in. Eventually,
5:37
war gaming, like, there's a couple, so
5:39
the idea essentially is there are
5:41
more pieces that exist than you play
5:43
in any one war game. that
5:45
you, the person playing the war game,
5:47
you have some ability to pick
5:49
what pieces you play. Now
5:51
eventually, as that gets
5:53
extrapolated, and
5:55
this is where Dungeon Dragons, or
5:57
role -playing and ministers go back
5:59
and forth, role
6:01
-playing came along, and really, really,
6:04
not that fantasy didn't predate, it
6:06
did, but it really sort of
6:08
brought fantasy into gaming in a
6:10
large way, and that you started
6:12
seeing fantasy coming into miniature
6:15
gaming and so the idea is
6:17
I'm not just getting an unnormal army
6:19
like early war game is like
6:21
oh I'm getting different troops from different
6:23
places and they start getting I'm
6:25
getting orcs I'm getting elves you know
6:27
you're starting to do fantasy elements
6:30
to them and then eventually also you
6:32
will see war gaming and miniature
6:34
gaming tipping into like science fiction and
6:36
other genres but anyway the important
6:38
thing for miniatures is there's a rule
6:40
set but each person there's more
6:42
pieces than Need to be that then
6:44
need exists to play when you
6:46
play a war game or miniatures game
6:48
There's more miniatures than are needed
6:51
to play the game and normally the
6:53
way the miniatures are sold is
6:55
They sell you two pieces that you
6:57
can play with these are two
6:59
balanced armies You can go play you
7:01
don't ever have to leave that
7:03
environment if you just enjoy it, but
7:05
They sell other armies and other
7:07
component pieces and other, you know, so
7:10
you can go buy other things
7:12
and you can start to customize. And
7:14
that's the big thing about the
7:17
game bigger than the box is the
7:19
idea of customization that you, the
7:21
player, get to pick and
7:23
choose what you're playing with. Now,
7:27
mostly today, I'm talking about tabletops.
7:29
Obviously, as you start getting into video
7:31
games, a lot of these component
7:33
pieces of customizability become a very core
7:35
essence of video games. But both
7:37
miniature games and role -playing games really
7:39
predate video games. And so they have
7:41
a big influence on how video
7:44
games work. Also, trading card games would
7:46
end up having a big influence
7:48
on how video games work. But anyway,
7:50
I'm mostly talking about tabletop games
7:52
today. OK, so the idea
7:54
in miniatures is that There
7:56
are more pieces than needed
7:58
to play the And
8:01
the way that miniatures usually work is
8:03
what we call a point system. And
8:05
what that means is each piece has
8:08
a certain number of points, and the way
8:10
you balance them is you sort of
8:12
figure out how strong pieces are, and then
8:14
you can give them a point value. And
8:17
so the idea is, OK, we're going to have
8:19
a fight, and then we're to make sure that each
8:21
side has the same number of points. If
8:23
you're trying to handicap, maybe one has
8:25
more points than the other. But the idea
8:27
is the point value allows a balancing
8:29
system. So okay, I
8:32
want to play you and we each get 40
8:34
points, 50 points. I'm not a big miniature player,
8:36
but you get so many points and you can
8:38
build your armies and stuff based on that. Another
8:42
way that you can do
8:44
it is you can have what
8:46
I'll call a color system. The
8:49
idea there is that the game says,
8:51
oh, well, you get so many red things,
8:53
so many yellow things, so many blue
8:55
things. In that kind of game,
8:57
the point system, everything's balanced against each other.
8:59
The color system says, well, we want certain
9:01
component pieces, and we give you some variety
9:03
on what those are. But we kind of
9:05
balance everything that's red against each other. So
9:08
if we say you can have one red
9:10
thing or two red things, well, the red
9:12
things are equal. And maybe the blue things
9:14
are more powerful than the red things, but
9:16
it's fine. The blue things are balanced against
9:18
the other blue things. So
9:20
those are the two major systems you can
9:22
use. The thing I'll say
9:24
about miniatures in general is you kind
9:26
of build the game with a
9:29
larger system and then the component pieces
9:31
give you different flexibility, but
9:33
they are balanced against the whole system. And
9:36
they have a pretty similar
9:38
function. Like a lot of
9:40
the flexibility is, oh, I
9:42
can have different armies, but
9:44
the armies have the same basic goal
9:46
of what they do. the functionality the
9:48
armies. I mean, maybe some have certain
9:51
abilities others don't, but the basic functionality
9:53
is pretty similar. Okay,
9:56
then we get to role -playing. So role
9:58
-playing says you're going to play a
10:00
game, but the game is kind of
10:03
a storytelling game. You're going to have
10:05
somebody who functions in Dungeon Master and
10:07
D &D as the storyteller. And
10:09
then You get
10:11
to build a character, and there's a lot of criteria
10:13
you get to build on, but you have a
10:16
lot of flexibility. I mean, you
10:18
roll some number of dice to figure out abilities,
10:20
but then you can choose what
10:22
species you are, what job
10:25
you have, what kind of class
10:27
you have. What
10:29
are your strengths? What kind of equipment do
10:31
you have? What kind of tools? Do you know
10:33
magical spells? Like, there's a lot of different
10:35
component pieces you can get. And you get to
10:37
customize. Once again, that's the big thing here.
10:40
You get to customize. You get to choose who
10:42
your character is. Now, the
10:44
one thing I'll say about role -playing game
10:46
is it's not, I mean, in theory, can
10:48
win or lose. But it's not really
10:50
about winner and losing because it's a story.
10:52
Like, maybe you accomplish your task. Maybe
10:54
that's winning. But there's a lot
10:56
more... A role -playing game is more
10:58
about having fun telling the story.
11:00
No matter what happens, whether you achieve
11:03
the task or don't achieve the
11:05
task, the act of playing is
11:07
the fun part. And there's not really, there's
11:09
not winners or losers, like there isn't
11:11
a strategic game. In miniatures, there's a winner,
11:13
you're having a battle, somebody wins. In
11:16
role -playing, yeah, maybe your group accomplishes
11:18
this task and maybe that's winning
11:20
for you. But really,
11:22
that's not the point of role -playing. And
11:24
so, the fact that role -playing is
11:26
customization You don't have to
11:28
balance anything. And on top of that, you
11:30
have somebody, you know, the
11:32
game master, the duel master, dungeon
11:35
master. You have
11:37
somebody who is
11:39
helping balance things. They
11:41
are creating a system. They know what
11:43
you're capable of. They determine what's there.
11:46
And on the fly, they have some
11:48
flexibility just to make it a fun
11:50
game. Okay,
11:52
so the reason I, now we
11:54
get to magic. Okay, so in 19,
11:56
early 1990s, I'm not quite sure,
11:58
91 maybe, Richard Garfield
12:00
and his friend Mike Davis are trying
12:02
to sell the game Roborally. Basically
12:05
the story is, Richard was an inventor,
12:07
he made a lot of games, Richard
12:09
thought it was like a hobby, but
12:12
Mike Davis, his friend said, I think these are good,
12:14
we should sell them. And Richard was
12:16
like, I don't have any energy to sell
12:18
them, but if you want to sell
12:20
them, I'll split some profit with you. if
12:22
you want to help me sell them,
12:24
great. So, Mike Davis sets up
12:26
an interview with a bunch of different
12:28
places, but one of the important to our
12:30
story, one of the places is at
12:32
a very tiny role -playing game company named
12:34
Wizards of the Coast. Started
12:37
by five people, one of which was Peter
12:39
Ackerson. They loved role -playing,
12:41
they loved Dungeons and Dragons, and they
12:43
just wanted to make their own
12:45
role -playing expansions and stuff. When
12:48
Peter was working at Boeing
12:50
at the time, The company started
12:53
in his basement. But
12:56
anyway, they
12:59
come, I mean, they're really trying to sell
13:01
the game. And so they're trying, you know, Mike
13:03
Davis is trying everybody. He's
13:05
talking to every game company. And
13:07
Peter said, OK, I'm willing to see the
13:10
game. So they traveled to,
13:12
you know, I think they were in
13:14
Pennsylvania at the time. But anyway, they
13:16
traveled to Seattle. Richard's parents live in
13:18
Portland, so maybe they drove from Portland.
13:20
But anyway, they come to
13:22
visit with Peter Ackerson. They
13:24
show him the game. Peter's like, that is an
13:26
amazing game. I can't make it. Why?
13:28
The component pieces are just too much.
13:30
I'm a tiny game company. I
13:33
don't have the ability to make something with that high
13:35
cost of goods, basically, is what he says. So
13:38
Richard says, well, what can you make?
13:41
And Peter says, well, we have access to a
13:43
printer. They were working with Cartamundi
13:45
in Belgium, which is where Madge was originally
13:47
printed. We have a printer that we
13:49
work with, and we have access
13:51
to art. We know artists. There's
13:53
a local art school that we know
13:55
people who are there. So
13:58
we can make a card game that has art on it.
14:00
That's what we can make. And
14:02
then Richard went off to sort of brainstorm,
14:05
and I guess they were touring places, I think here
14:07
in Seattle, and he was at a
14:09
waterfall when this happened, and the idea
14:11
of combining trading cards and making a game
14:13
out of them. Richard had always collected
14:15
trading cards. He liked trading cards. There was
14:17
something really fun about the randomness he
14:20
didn't know what he was going to get,
14:22
and the idea to sort of hit him like
14:24
a thunderball, what if you could turn a
14:26
trading card game into a game? He
14:30
ended up adapting, what he did is
14:32
he took games he'd already made and he
14:34
adapted them. I think he tried another
14:36
game, but eventually he adapted a game he
14:38
called Five Colors. And
14:41
that was the earliest prototype
14:43
of magic. But, and now we
14:45
get back to the bigger than the box. The
14:47
thing that Richard loved about the
14:50
idea of a trapping card game was
14:52
that you wouldn't be in control
14:54
of what pieces you got. That
14:56
the pieces would be randomly
14:58
distributed. And that
15:00
was a really intriguing idea. Imagine a game in
15:02
which you don't even know what pieces you're going
15:05
to get. That the act of
15:07
the trading card means that every time
15:09
you open a booster pack, you get
15:11
to see new pieces. And that
15:13
he wanted to make a game out
15:15
of trading cards. Now,
15:17
there's a lot of challenges. Well,
15:20
it's a very cool idea. There's
15:23
a lot of core issues with it. And this
15:25
is what Richard had to solve. So
15:27
the biggest one was the bigger than the box
15:30
problem. That's why it's today's topic. So
15:32
the idea with the bigger of the
15:34
box is normally if I make a game,
15:36
I can balance the game because I
15:38
know what people are playing with. But
15:41
Richard thought it was okay, let's say
15:43
I make a game and the game
15:45
is really successful. For example, Richard like,
15:47
there's a game called Cosmic Encounter. Well,
15:49
Cosme Encounter was so successful that they
15:51
made expansions. So this is a
15:53
very popular means in board games. We make
15:55
a game that's popular. I now
15:57
make added content for the board game. And
16:00
so different people put out
16:03
Cosmic Counter over the years, but
16:05
there have been different expansions. And
16:08
the idea, for those that have never
16:10
played Cosmic Counter, you're playing alien races,
16:12
and you're having kind of a big war. A
16:15
lot of the fighting is done with cards, but there
16:17
are also cards that let you break the rules. And
16:19
then each alien has a special power, basically, so
16:21
that it shakes things up. Now,
16:25
so, Cosmic Encounter did something interesting.
16:27
I should point this out
16:29
as well. Cosmic Encounter, when you
16:31
play a game of Cosmic
16:34
Encounter, there's a randomization that happens
16:36
in that you, each player
16:38
chooses an alien. But there's
16:40
more aliens than there are players, usually,
16:42
because there's, I don't know, 12, 15,
16:44
there's a whole bunch of aliens. And
16:47
so the idea is every time you play, the
16:49
game's a little bit different because it depends on
16:51
what aliens you're playing. And so if I'm playing
16:53
one alien, one game, even if I
16:55
play the same alien, the next game, the
16:57
people I'm playing with might pick a different alien.
16:59
So the mix is always different. And
17:02
Richard really enjoyed that. Now, that
17:04
is a good example of the game.
17:06
Other stuff like Dominion would follow in this,
17:08
where there's more to the game than
17:10
you play in any one version of the
17:12
game. And Richard, I mean, I think
17:14
of all the games that inspired magic, Cosmic
17:16
Encounter might have had the biggest influence. it
17:19
both in the sense that there's some
17:21
customizability that you have some choices and
17:23
in that there's a lot of cards
17:25
that broke the rules that there's things
17:27
you could do and then but a
17:29
card could say that you could do
17:31
something that the former rules that you
17:33
couldn't do and Richard was fascinated by
17:36
that but the idea a trading card
17:38
game is a little more daunting so
17:40
in a game like Cosmic
17:42
encounter you well, you know all the
17:44
things that exist and you can balance
17:46
against those things and you can play
17:48
test those things and the number of
17:50
variables You know, I don't know how
17:53
many aliens are the original cosmic counter
17:55
15 whatever, you know And I mean
17:57
so yeah, there's a lot of comatorics
17:59
there meaning you're not testing every single
18:01
combination you could test because there's a
18:03
lot but you can test each individual
18:05
element and and get a general system,
18:07
you know balance them against the general
18:09
game if you will a very similar
18:11
model to how um
18:13
miniatures are done right it's not that
18:15
all the pieces are played at one
18:17
time but you can balance it against
18:19
the basic system and uh the thing
18:21
about miniature you know wargaming and like
18:23
games like cosmic encounter is the designer
18:25
knows the component pieces that the players
18:27
have access to and like with miniatures
18:29
you choose whether you get the pieces
18:32
or not you have total control you
18:34
want to play elves we'll go get
18:36
the elves you want to play Zombies
18:38
go get the zombies. So
18:41
those games, there
18:43
is flexibility, and
18:45
the game is bigger than the box. Well, I
18:48
would argue the cosmic counter is not bigger
18:50
than the box. Everything comes in the box. But
18:52
the idea that the game has different executions
18:54
is similar in the way to miniatures work. But
18:57
the problem here is that in order
18:59
for a trading card game to work, you
19:01
do not have control of what people
19:03
have. that you have to make a game
19:06
that no matter what they own, they
19:08
can play again, I mean, assuming they have
19:10
enough component pieces, but that they can
19:12
play the game. And
19:14
so the big question was, how do
19:16
I do that? How do I make
19:18
sure that I give you random pieces,
19:20
but you have enough pieces to play
19:22
the game? And
19:25
so there's a lot of
19:27
things that went into that. Part
19:29
of is making a game
19:31
where the component pieces, you know,
19:34
Like a lot of what Richard did
19:36
is he said okay I Need to
19:38
make different things because I I want
19:40
you to like in order for a
19:42
training card game to work at bare
19:44
minimum I need 300 different pieces And
19:46
that's assumed magic, you know never had
19:48
any expansions or anything just the base
19:51
game. It was roughly just slightly under
19:53
300 So in order to do that
19:55
Richard did a bunch of things he
19:57
made different types of cards He
19:59
made different rarities. That's another big one
20:01
I mean the different types of cards then
20:03
there's different functionality most games have different
20:05
pieces that nothing strange there He made different
20:07
rarities. That's a lot and tying into
20:09
what a trading card game is and rarities
20:11
ended up being very important I talk
20:14
a lot about as fans, but basically You
20:16
know that your audience is going to
20:18
see way more of your commons than of
20:20
your on commons and more on commons
20:22
than your rares mythic rares didn't exist when
20:24
magic started so we won't talk about
20:26
mythic rares but the idea is your
20:28
game can't live in your rares. You don't
20:30
know if people will get any of your
20:32
wares. But you have some comments that will
20:34
get a certain amount of your comments. And
20:36
if you do your as fans right, like
20:38
for example, Richard's like, well, you really kind
20:40
of want creatures to play this game. Okay,
20:42
if creatures are about half the cards, well,
20:45
you're going to get a lot of creatures.
20:47
And so he He
20:50
said, OK, I can use rarity. I
20:52
can use a core structure a trading
20:54
card game to balance a little bit.
20:56
I can control exactly what they'll get,
20:58
but I can control percentages to a
21:00
certain extent. OK, but
21:02
then became the bigger problem is
21:04
he loved the idea that you choose
21:06
what to play with. You build
21:08
your own deck. You customize your deck.
21:11
And that is interesting like yes, you
21:13
can customize your army in role -playing or
21:15
customize your character Sorry customize your army
21:17
in miniatures customize your character in role
21:19
-playing But normally each of those This
21:21
is sort of like it's a game
21:24
in which you bring everything to the
21:26
table like even in a miniatures Like
21:28
the board is kind of a given
21:30
like everybody's playing on the same board
21:32
now given I know this miniatures you
21:34
got different boards and stuff But at
21:36
least the base game has a base
21:38
board with magic. It's like What
21:40
you are playing with, what you're experiencing, there's
21:43
so much diversity. You
21:45
and I can both make a magic deck,
21:47
and they can be radically different. We may not
21:49
use the same card type. We may not
21:51
use the same color. Our
21:53
strategy to win might be completely different.
21:56
Maybe I'm attacking with creatures and trying to beat
21:58
you quickly, and you're a control deck, there's no
22:00
creature that's gonna mill me out. Those are very
22:02
different experiences, but the game has to handle both
22:04
of those. So, the
22:06
big problem that Richard had, tackles
22:09
what he called the queen problem. And I've tried
22:11
for this before. So if you think of chess,
22:14
and he likes to think of chess, imagine you
22:16
had chess, but instead of the six pieces that
22:18
come with chess, there were more than six pieces. And
22:20
if you get into chess,
22:24
one of the things that people who are really
22:26
into chess do is it's fun to experiment
22:28
with the idea of other pieces. It's not how
22:30
chess is played. But I mean, there's definitely
22:32
people who goof around with chess variants, where these
22:34
pieces exist. And how would it change things?
22:36
Or even just taking the existing pieces and randomizing
22:38
where they start. A lot of
22:40
experimental chess will do stuff like that.
22:44
So Richard was like, OK, if I can
22:46
choose any pieces that I want, How
22:49
do I make sure you're not playing with,
22:51
you know, just so you have to have
22:53
16 pieces? Well, you need a king that's
22:55
the win condition. Well, why wouldn't I play
22:57
15 queens? Like, why would I
22:59
bother to play a bishop or a rook
23:01
or a pawn? And he
23:03
thought, okay, there's like point systems.
23:05
That's how miniatures work. But a
23:07
point system is complex. Really,
23:10
he wanted something where just, hey, you
23:12
can play whatever you want to play. I'm not gonna tell you
23:14
what you can or can't play. But
23:16
he needed some way to sort
23:18
of restrict things so that every
23:20
deck isn't just the most powerful
23:22
cards. And
23:24
there's a bunch of ways he did it.
23:26
Rarity I already talked about. Obviously, you
23:28
can put the things that are most warping
23:30
high at rarity so every player doesn't
23:33
have access to all of them. This
23:35
also, as soon as we first made the
23:37
game, Magic became so popular that a lot of
23:39
things shifted. Like, if it was a normal
23:41
game and you just went to the store and
23:43
you bought stuff and it's random and the
23:45
only way to get cards specifically is to go
23:47
trade with your friends, that's a different dynamic
23:49
from where magic ended up. But
23:51
it's hard to plan for a phenomenon, so.
23:54
So he said, okay, how do I make
23:56
sure that there are things that go, want
23:58
to go in different decks? And
24:00
so the two big, so you ever heard me
24:02
talk about the Golden Tri Factor, the concept of trading
24:05
card game, the three genius ideas which are created.
24:07
The idea of a trading card game, the
24:09
color pie and the mana system. Well, the
24:11
color pie and the mana system were the
24:13
two answers to this problem. One
24:15
was, the color pie says, okay, what
24:17
if I divvy up the strengths of the
24:19
game? I don't let any one deck
24:21
of access to everything. What if
24:23
I put them in different colors? And I guess
24:25
we have to check on the mana system
24:27
first. The mana system says, look, I evolve over
24:29
time. I am going to
24:31
make it, on turn one, you have
24:33
a little bit of your resource. On
24:35
turn 10, you have a lot of your resource. If
24:38
we make a man a system, a
24:40
system by which Spells have to be cast
24:42
and there's a resource and you gain resource
24:45
over the game. That means some cards are
24:47
valuable early because they're cheap and easy to
24:49
cast. Some are valuable because they're powerful you
24:51
can do later. But then you make a
24:53
curve of cards and the idea is because
24:55
the system changes over time and you want
24:57
to always be efficient, you want a variety
24:59
of cards, a curve of cards. You want
25:01
some cheap cards, some medium cards, some expensive
25:03
cards. You want at every moment of the
25:05
game to have access to make sure that
25:07
you can do things. And
25:09
the other thing the mana system did is
25:11
it said, okay, we can
25:13
diversify the mana system, meaning there's
25:15
different colors, but make the mana
25:17
system punish you for going too
25:19
broad. If you're only playing
25:21
one color, you'll always have the color you
25:23
need. If you're playing two colors, sometimes
25:26
you won't draw the second color. And the
25:28
more colors you add, the more likely
25:30
you don't have the color you need. So
25:32
the system pushes you toward playing less
25:34
colors and the color pie says, well, I'm
25:36
going to diversify what's going on. Certain
25:38
colors have certain strengths and certain weaknesses. The
25:41
nice thing also about that is if I'm
25:43
playing a certain color and my opponent knows
25:45
I'm playing that color, I have inherent weaknesses
25:47
so my opponent can then shift their deck
25:49
to adapt. And one of Richard's ideas was
25:51
that he didn't think like you build a
25:54
deck and you're done. Part of this is
25:56
you're going to play and play against other
25:58
people, probably play against your friends. And maybe
26:00
they're doing certain things and you adapt to
26:02
what they're doing. And the idea, and he
26:04
had this from the beginning, is you could
26:06
keep adapting your deck. Plus, as you buy
26:08
new cards, you have more things that you
26:11
can add. And so that was the idea,
26:13
is that the game is flexible and you
26:15
have the option to sort of pick and
26:17
choose your pieces. But then We just laid
26:19
in, he laid in a lot of things.
26:22
Things like color, like mana, like rarity,
26:24
things that sort of say, hey, there's
26:26
reasons why I might not put everything
26:29
or the most powerful thing in every
26:31
deck. And
26:33
the thing that's really interesting about it,
26:35
I mean, the thing that is fascinating to
26:37
me is, like
26:40
it's really compelling that
26:42
the three big sort of,
26:45
what I'll call hobby
26:47
lifestyle game, game types. are
26:49
all these bigger than the
26:51
box customizable things. Because if you're
26:53
gonna make a game and really, really get into
26:55
the game, you know, you want something
26:57
over and above, here's the experience that everybody experiences.
26:59
You want something where you just have a
27:02
lot of say in things. And that one of,
27:04
like I did a whole podcast on why
27:06
Magic is, you know, what makes Magic
27:08
so special. And a lot
27:10
of that is that you, the
27:12
game player, have so much agency
27:14
of what the game is. I
27:16
often joke like, with magic, you
27:18
know, you're the game designer. And
27:21
that is really true, that
27:23
you get to shape, I mean, and not
27:25
only that, magic has a lot of different
27:27
formats. You can choose how exactly
27:29
you play, you know, there's no
27:31
one way to play magic. It's a game system,
27:34
you know, it has shared rules, shared pieces, but
27:36
you have a lot of flexibility. And if
27:38
I want to draft and you want to play
27:40
commander, I mean, yeah, they're the
27:42
same game, but wow, those are really
27:44
different in what's going on. And
27:46
that was sort of Richard's dream. The
27:48
dream of bigger than the box is
27:50
that the game has this essence that
27:52
people get to experience the game in
27:55
different ways. And people have the ability
27:57
to adapt the game in different ways.
27:59
That you get to shift the game
28:01
to where you want to be. And
28:04
in normal games, like there's house
28:06
rules and things where like, okay, when
28:08
we land on free parking, you
28:10
get the money that people pay taxes to
28:12
or whatever, whatever rule you make up that
28:15
you add in, people can adapt games. So
28:17
it's not like, there's not a little bit
28:19
of that, but it's not quite the same
28:21
thing as the adaptation being built into the
28:23
game. And that, that is
28:25
something I think when you first
28:27
get into magic, the thing that's really
28:29
exciting about magic is, it
28:31
really makes you rethink what
28:33
a game is. I
28:36
remember when I first started playing Magic,
28:38
like the idea that, you know, after living
28:40
in a, you know, growing up in
28:42
a world where every board game had the
28:44
component pieces, and the rules told you
28:46
what pieces, you know, like, normally when you
28:48
play a game, the rules will say,
28:50
okay, go get five cards and one little
28:53
piece to represent you, and this much
28:55
paper money or whatever's telling you, and you
28:57
always start in the same place with
28:59
the same thing. And all of a sudden,
29:01
you're playing a game where it's like,
29:03
okay, you need 60 cards or
29:05
whatever the format is telling you. But like,
29:07
okay, well, you know, maybe it comes
29:09
from this certain subset of cards, but that
29:11
subset of cards is usually thousands of
29:13
cards, maybe tens of thousands of cards. And
29:15
it's like, okay, you have, like
29:18
I said, it is so liberating. It's
29:20
a very exciting thing. It's very cool. And
29:22
once again, video games really
29:25
dove deep on this. Video
29:27
games really... a lot
29:29
of the bigger -in -the -box things
29:31
that started Tabletop obviously became giant
29:33
in video games. But it is
29:35
an amazing concept and it's something
29:37
that's really cool and that it's
29:39
very easy when you get into
29:41
magic and just everything becomes the
29:43
norm to you to forget about
29:45
how different it is. You
29:48
know, the idea that like
29:50
imagine, just imagine like the way
29:52
you played Monopoly is you
29:54
opened up a Monopoly booster or
29:56
whatever. Oh, I opened up
29:58
Park Place. I opened up Kentucky Avenue. Oh,
30:01
I got a community chance card. Oh,
30:03
I got the dog. Like, you know what
30:05
I'm saying? And the idea that, like,
30:07
how you play the game only existed by
30:09
the things you had is really cool.
30:11
It's a really, really neat concept. And
30:14
it was very... Like, the thing about
30:16
magic that a lot of people forget
30:18
is there were so many different component
30:20
pieces of it that were just so
30:22
out there. A lot of times when
30:24
I talk about the Golden Tri -Factor,
30:26
like, it was... really was paving the
30:28
path in a very different place and
30:30
it it borrowed you can see the
30:33
Richard was influenced by miniatures influenced by
30:35
Cosmic Encounter influenced by role -playing like all
30:37
those things obviously had but he shaped
30:39
something new And as somebody who's been
30:41
continuing to shape this thing for a
30:43
long time It is a really neat
30:45
system. So that's why I wanted to
30:47
talk about it today Bigger than the
30:49
box is a very cool concept. And
30:51
so anyway, I hope you guys appreciate
30:53
it. This is a little more of
30:56
a Game design sort of dive
30:58
today, but I love doing that sort of
31:00
stuff. So anyway guys, I am at work though.
31:02
So we all know that means it's the
31:04
end of my drive to work. So instead of
31:06
talking magic, it's time for me to be
31:08
making magic. I'll see y 'all next time. Bye bye.
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